Environmental Effects: Difference between revisions

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A [[blind]]ed creature can grope about to find unseen creatures. A character can make a [[touch attack]] with his hands or a weapon into two adjacent squares using a [[standard action]]. If an unseen target is in the designated square, there is a 50% miss chance on the [[touch attack]]. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.
A [[blind]]ed creature can grope about to find unseen creatures. A character can make a [[Touch Attack]] with his hands or a weapon into two adjacent squares using a [[standard action]]. If an unseen target is in the designated square, there is a 50% miss chance on the Touch Attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.


If a [[blind]]ed creature is struck by an unseen foe, the [[blind]]ed character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the [[blind]]ed character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).
If a [[blind]]ed creature is struck by an unseen foe, the [[blind]]ed character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the [[blind]]ed character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).
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Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.
Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.


Dropping an object on a creature requires a ranged touch attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.
Dropping an object on a creature requires a ranged Touch Attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.


===Falling Trees===
===Falling Trees===
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Core Rules: A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Core Rules: A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.


Adventure Path #25: Dousing a fire requires a large amount of water or other non-flammable material, such as dirt, to be deposited on the burning area. One effective strategy for extinguishing a fire quickly is to surround the burning area with nonflammable material. PCs doing this must make a ranged touch attack against an AC of 10 to deliver their payload to the intended square.
Adventure Path #25: Dousing a fire requires a large amount of water or other non-flammable material, such as dirt, to be deposited on the burning area. One effective strategy for extinguishing a fire quickly is to surround the burning area with nonflammable material. PCs doing this must make a ranged Touch Attack against an AC of 10 to deliver their payload to the intended square.


The following indicates how many 5-foot squares of fire a number of the listed containers can extinguish with successful delivery.
The following indicates how many 5-foot squares of fire a number of the listed containers can extinguish with successful delivery.

Revision as of 19:16, 21 July 2017